/*
 * OpenZone - simple cross-platform FPS/RTS game engine.
 *
 * Copyright © 2002-2013 Davorin Učakar
 *
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program.  If not, see <http://www.gnu.org/licenses/>.
 */

/**
 * @file client/Caelum.hh
 */

#pragma once

#include <client/common.hh>

namespace oz
{
namespace client
{

class Caelum
{
  public:

    static const int   MAX_STARS = 2048;

    static const Vec4  GLOBAL_AMBIENT_COLOUR;

  private:

    static const float DAY_BIAS;
    static const float AMBIENT_COEF;

    static const float RED_COEF;
    static const float GREEN_COEF;
    static const float BLUE_COEF;

    static const Vec4  DAY_COLOUR;
    static const Vec4  NIGHT_COLOUR;
    static const Vec4  STARS_COLOUR;

    uint  vbo;
    uint  ibo;

    uint  sunTexId;
    uint  moonTexId;

    int   starShaderId;
    int   celestialShaderId;

  public:

    float angle;
    float ratio;
    Vec3  originalLightDir;
    Vec3  axis;

    Vec3  lightDir;

    Vec4  diffuseColour;
    Vec4  ambientColour;
    Vec4  caelumColour;
    Vec4  nightColour;
    float nightLuminance;

    int   id;

  public:

    explicit Caelum();

    void update();
    void draw();

    void load();
    void unload();

};

extern Caelum caelum;

}
}
